Wiki:Making custom maps

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Raveen
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Post by Raveen »

This is the discussion topic for the wiki article: Making Custom Maps
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Raveen
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Post by Raveen »

Hi, I've made a start on the AME guide/map creation page.

This si still very much a work in progress and there's a lot to add so if you could refrain from editing it for the moment until I get everything up I'd be grateful (tidying and fixing links is fine, just don't add content until I'm done please). If you think there's something important that needs to be added please post in this thread for the time being.
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Raveen
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Post by Raveen »

Ok, I've added everything I can think of just now based on my experience, the readme included with AME and posts by UKdude and IB.

Feel free to request further instructions and features that I've missed or add them yourselves.
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juckto
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Post by juckto »

QUOTE If you set Alephs to rotate they will change the entry vector of all incoming ships.[/quote]
Are you saying that if I approach a rotating aleph in a straight line, then I'll stop flying in a straight line? Do I get 'sucked in' to the aleph, or what?

ps. Hope you don't mind me redoing the whole thing Rav.
Last edited by juckto on Fri Apr 18, 2008 10:23 am, edited 1 time in total.
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Raveen
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Post by Raveen »

As long as it makes sense and works as a guide it's there to be editied. If I were precious I'd have made it a blog post or some such.

Rotating alephs - do not point towards sector middle but rotate on an axis like this ( > = Aleph, | = axis of rotation)

Code: Select all

Middle of sector ---------------------------------->|

Middle of sector ------------------------------------|<

Middle of sector ---------------------------------->|
This means that you may exit the aleph pointing towards the middle of the sector, or in the opposite direction or any variation as the aleph rotates.
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juckto
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Post by juckto »

Yes, but you talked about entry vectors. I should have quoted the full thing:

QUOTE If you set Alephs to rotate they will change the entry vector of all incoming ships. This makes them harder to camp and especially hard to prox. However they will also send ships out in the direction that they're facing when the ship enters which may be the opposite direction to the path the ships wish to follow.[/quote]
So should it be something like:
If you set an aleph to rotate then any ship exiting will pop out travelling in the direction the aleph was facing at the time - making it a lot harder to camp (or drive through in formaton)!
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Raveen
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Post by Raveen »

That's far better. Good job Juckto.
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Raveen
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Post by Raveen »

"HiHigher - Offset Sectors & 2-axis symmetry"

What do you mean by offset sectors Jukto?
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Andon
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Post by Andon »

Someone should make sure to let map makers know that the maps will crash the server if a base is not in the core, so only use the standard bases from 1.25
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emene86
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Post by emene86 »

Sooo, how do we actually test the maps we make?
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